C C P

C C P Alliance

We are working on improving existing Upwell Structures (Citadels, Engineering Complexes) and also on new Upwell Structures.

We would like to give you a high level overview of where we currently are with those structures and where we want to go. We also would like to get your feedback and encourage you to fill out this survey.

C C P

C C P Alliance

We hope that many of you will find the time to complete this survey and help give us your feedback on what you want to see next from Upwell Structures. And big thanks to the CSM for their participation in this process as well.

Aideron Robotics

Federation Uprising

1. Decouple the ability to recover a secure container's PW from the "Security Officer" role. This is a game breaking ability and defeats the use of containers in stations/upwells. 2. Allow secure containers to be used for the output of manufacturing jobs (where the item is locked upon being deposited into the container. There is currently no way to secure the output of a manufacturing job except dedicating a hangar per person which doesn't scale. 3. Ensure that all types of containers, station warehouse, vault, container can be used for #2.4. Allow for fully fit ships to be placed in station containers/vaults/warehouse.5. Please fix the BPO lock down mechanic. Locking down a blueprint collection or unlocking it can literally kill somebody with the amount of time and clicks required. A person should be able to highlight all the BPOs in a hangar and create a single vote to lock/unlock all of them with a single action.

Yammerschooner

Interesting devblog. I think the approach to take a breather and finish implementing the basic features (and squashing the worst bugs/problems) is a good one and I thank you for the insight into their usage. But I still have two questions:

1) Any thoughts of doing a balance pass on their offensive/defensive capabilities of the Upwell structures yet? You gave us numbers on how they are being used, but not so much on how they are being destroyed. There are some concerns that the current vulnerability windows and reinforcement timers make them too tedious to attack while others are concerned their defensive systems aren't sufficient in some situations. I was wondering if you had enough stats yet to revisit these or if it is even on the agenda to do so yet?

2) More long term, do you still intend to implement additional Upwell structures? The original devblog proposed about 8 different structures, and while a couple seem to have been combined, we still have only heard about 3. Are additional structures like the Observatory Arrays, Advertisement Centers or Star Gates still on the road map?

1. Decouple the ability to recover a secure container's PW from the "Security Officer" role. This is a game breaking ability and defeats the use of containers in stations/upwells. 2. Allow secure containers to be used for the output of manufacturing jobs (where the item is locked upon being deposited into the container. There is currently no way to secure the output of a manufacturing job except dedicating a hangar per person which doesn't scale. 3. Ensure that all types of containers, station warehouse, vault, container can be used for #2.4. Allow for fully fit ships to be placed in station containers/vaults/warehouse.5. Please fix the BPO lock down mechanic. Locking down a blueprint collection or unlocking it can literally kill somebody with the amount of time and clicks required. A person should be able to highlight all the BPOs in a hangar and create a single vote to lock/unlock all of them with a single action.

Private, are you suggesting that the corp interface / roles / hangars situation is sub-optimal? That's grounds for court martial!

Blueprint Haus

Blades of Grass

1) Any thoughts of doing a balance pass on their offensive/defensive capabilities of the Upwell structures yet? You gave us numbers on how they are being used, but not so much on how they are being destroyed. There are some concerns that the current vulnerability windows and reinforcement timers make them too tedious to attack while others are concerned their defensive systems aren't sufficient in some situations. I was wondering if you had enough stats yet to revisit these or if it is even on the agenda to do so yet?

This mostly, from fighting citadels the following points stick out, they are probably a little too powerfull against capitals (allthough i am not sure how they are against supers), a little too weak against sub capitals, but the bomb launcher is probably too strong, especially the neuting bombs.

Black Rebel Rifter Club

The Devil's Tattoo

Liking a lot of this, top work again - the moon mining looks interesting...that said...

We really need some action in losec (I know its being seen to as it's own project, but in relation to structures) as FW has been totally broken by citadels - the chance to dock and hide has removed a great deal of the tension associated with FW, and that has had a knock on effect on folks like me (not FW but denizens of that part of space) .

In general, the hassle it takes to have any effect whatsoever on a citadel is completely out of balance with how powerful they are for their owners - they are fundamentally risk free stepping stones at the moment. Once anchored they are more of an insidious influence on New Eden then the pre-nerf jump ranges - they not only allow the larger entities to project force (fort full of caps and jump clones), but also establish it.; its like we took a step forward for two steps back.

The ability to deliver without docking would only make this worse...where is the risk going?!! Please do not implement this!

Finally, from a nerd perspective - the ability to decorate, to skin, to personalise our structures should also be pretty high on the list too - the dull generic interior is tired already and is completely immersion breaking, not to mention it murders gfx cards (seriously, can that be fixed asap? My 980 is making alarming fan noises when I'm docked...if you are happy being invoiced for my new hardware, please continue, but it is a bit rubbish).

All in all, after a year, with all the hype for release - they have turned out to be pretty 'meh'...they have so much potential though, looking forward to seeing where they go :)

State War Academy

Stop introducing more structures that require rigs using raw materials that are already too scares on the market to support!

Reduce the number of raw materials on rigs for these structures, there is no balance.

ALSO-

It's obvious that CCP - you - designed the Upwell structures to need rigs for max efficiency. In thinking that you wanted to provide "profitable" content to salvage players, you made the rigs require a "stupid" amount of raw materials. This thinking would lead to more salvage content to balance the market because of demand - profit follows the player. However, that has not happened and your flawed thinking has resulted in a severe deficit in raw materials. This proposed change follows the exact same flawed thinking - people who do not mine for content will not change their play style just because it becomes more profitable.

This one change (moon mining) can/may/might collapse the game market and lose players from being priced out of play style. It's not like there is an army of salvagers all of a sudden? Why would there be an army of miners to mine rocks and not tears?

FaDoyToy

Stop introducing more structures that require rigs using raw materials that are already too scares on the market to support!

Reduce the number of raw materials on rigs for these structures, there is no balance.

ALSO-

It's obvious that CCP - you - designed the Upwell structures to need rigs for max efficiency. In thinking that you wanted to provide "profitable" content to salvage players, you made the rigs require a "stupid" amount of raw materials. This thinking would lead to more salvage content to balance the market because of demand - profit follows the player. However, that has not happened and your flawed thinking has resulted in a severe deficit in raw materials. This proposed change follows the exact same flawed thinking - people who do not mine for content will not change their play style just because it becomes more profitable.

This one change (moon mining) can/may/might collapse the game market and lose players from being priced out of play style. It's not like there is an army of salvagers all of a sudden? Why would there be an army of miners to mine rocks and not tears?

what? salvage prices are in the dumpster.

and players absolutely change their play styles to the more profitable activity. seems like there has been an explosion in rorqual pilots recently.

@ChainsawPlankto on twitter

Black Eclipse Corp

5. Please fix the BPO lock down mechanic. Locking down a blueprint collection or unlocking it can literally kill somebody with the amount of time and clicks required. A person should be able to highlight all the BPOs in a hangar and create a single vote to lock/unlock all of them with a single action.

an alt of mine recently had to lock down 230+ bpos. Never again until it gets fixed.

Outer Rim Minerals

SLYCE Pirates

A suggesting for a service of the new refineries is as a Planetary Interaction (PI) processing facility. With the limited power available in PI performing P3 and P4 processing on a planet that is doing extraction is near impossible. Refineries could do all or just the higher two types, and charge a fee. I would suggest that Command Center V be the required skill to use them, or a new skill similar to Industry. Of course, it would be nice if those with Command Center V could be "grandfathered" into the new skill. This would create more revenue for the structure owner, increase manufacturing and make the higher end products available.

Pistols for Pandas

I feel like the survey was just a 'lets find a way to make sure we can pat ourselves on the back with the results' type of survey. It asked almost NONE of the questions i was expecting, and lots of questions that didn't really seem to matter since apparently you already know what you are doing with those parts.

Upwell structures in HS are near impossible for a small corp to defend against anyone bigger than they are. As the defenses suck for HS since the missiles do diddly squat to anything sub-cap, and the only weapons that can do any decent dmg are the ones you can only use in low/null.

I still can't seem to find the profit in doing industry in them either, or at all since all the industry nerfs over the past few years, that were justified under the guise that the added costs would just get shifted to the 'customers'...lol

Inhumanum Legionis

LowSechnaya Sholupen

2) More long term, do you still intend to implement additional Upwell structures? The original devblog proposed about 8 different structures, and while a couple seem to have been combined, we still have only heard about 3. Are additional structures like the Observatory Arrays, Advertisement Centers or Star Gates still on the road map?

+1 for Player Owned Star Gates in Null, Low and High Security.

I really liked this idea very much, when it was first announced as it would free up time we use to transport things while it could be taxed to make sure it doesn't ruin hauling as a profession (also should probably be crazy expensive both in build cost and in maintenance). On the other hand I see some serious trouble in PVP if the locals are not only used to the area, have backup, intel and ressources everywhere, but on top of that are able to play the rabbit and hedgehog game, basically outrunning everyone. (Just a vague idea, but maybe introduce some exhaustion timer, which won't allow you to use agressive modules after jumping a player owned stargate)